312 lines
8.6 KiB
C++
312 lines
8.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/nancy/action/puzzle/soundequalizerpuzzle.h"
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#include "engines/nancy/state/scene.h"
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#include "engines/nancy/ui/scrollbar.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/nancy.h"
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/resource.h"
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#include "engines/nancy/input.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/puzzledata.h"
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namespace Nancy {
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namespace Action {
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class ViewportScrollbar : public UI::Scrollbar {
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public:
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ViewportScrollbar(uint16 zOrder, const Common::Rect &srcBounds, Graphics::ManagedSurface &srcSurf, const Common::Point &topPosition, uint16 scrollDistance, bool isVertical = true) :
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Scrollbar(zOrder, srcBounds, srcSurf, topPosition, scrollDistance, isVertical) {}
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virtual ~ViewportScrollbar() = default;
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bool handleInput(NancyInput &input) {
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if (_screenPosition.contains(input.mousePos)) {
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input.input &= (~NancyInput::kRightMouseButtonUp);
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Scrollbar::handleInput(input);
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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return true;
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}
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return false;
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}
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};
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SoundEqualizerPuzzle::~SoundEqualizerPuzzle() {
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for (auto *scrollbar : _sliders) {
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delete scrollbar;
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}
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}
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void SoundEqualizerPuzzle::init() {
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Common::Rect screenBounds = NancySceneState.getViewport().getBounds();
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_drawSurface.create(screenBounds.width(), screenBounds.height(), g_nancy->_graphics->getInputPixelFormat());
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_drawSurface.clear(g_nancy->_graphics->getTransColor());
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setTransparent(true);
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setVisible(true);
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moveTo(screenBounds);
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g_nancy->_resource->loadImage(_imageName, _image);
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_image.setTransparentColor(_drawSurface.getTransparentColor());
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const VIEW *viewportData = (const VIEW *)g_nancy->getEngineData("VIEW");
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assert(viewportData);
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Common::Rect vpPos = viewportData->screenPosition;
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if (_puzzleState->sliderValues[0] == 255) {
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for (uint i = 0; i < 6; ++i) {
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_puzzleState->sliderValues[i] = _sliderInitialPositions[i];
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}
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}
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_sliders.resize(6);
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for (uint i = 0; i < 6; ++i) {
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Common::Point screenDest(_sliderX[i], _sliderYMax[i] - (_sliderSrc.height() / 2));
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screenDest.x += vpPos.left;
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screenDest.y += vpPos.top;
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_sliders[i] = new ViewportScrollbar( 8,
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_sliderSrc,
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_image,
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screenDest,
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_sliderYMin[i] - _sliderYMax[i]);
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_sliders[i]->init();
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_sliders[i]->setPosition((float)(100 - _puzzleState->sliderValues[i]) / 100);
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}
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}
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void SoundEqualizerPuzzle::registerGraphics() {
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for (auto *scrollbar : _sliders) {
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scrollbar->registerGraphics();
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}
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RenderActionRecord::registerGraphics();
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}
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void SoundEqualizerPuzzle::readData(Common::SeekableReadStream &stream) {
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_puzzleState = (SoundEqualizerPuzzleData *)NancySceneState.getPuzzleData(SoundEqualizerPuzzleData::getTag());
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assert(_puzzleState);
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uint16 difficulty = NancySceneState.getDifficulty();
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readFilename(stream, _imageName);
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readRect(stream, _buttonSrc);
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readRect(stream, _buttonDest);
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readRect(stream, _sliderSrc);
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_sliderX.resize(6);
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_sliderYMin.resize(6);
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_sliderYMax.resize(6);
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for (uint i = 0; i < 6; ++i) {
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_sliderX[i] = stream.readUint16LE();
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_sliderYMin[i] = stream.readUint16LE();
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_sliderYMax[i] = stream.readUint16LE();
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}
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readRect(stream, _lightSrc);
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_lightDests.resize(6);
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for (uint i = 0; i < 6; ++i) {
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readRectArray(stream, _lightDests[i], 10);
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}
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_sliderInitialPositions.resize(6);
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for (uint i = 0; i < 3; ++i) {
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// Only read the data for the current difficulty and skip over the rest
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if (i == difficulty) {
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for (uint j = 0; j < 6; ++j) {
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_sliderInitialPositions[j] = stream.readUint16LE();
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}
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} else {
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stream.skip(12);
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}
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}
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_sounds.resize(3);
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for (uint i = 0; i < 3; ++i) {
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_sounds[i].readNormal(stream);
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}
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_minVolume.resize(3);
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_maxVolume.resize(3);
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_minRate.resize(3);
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_maxRate.resize(3);
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for (uint i = 0; i < 3; ++i) {
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// Only read the data for the current difficulty and skip over the rest
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if (i == difficulty) {
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for (uint j = 0; j < 3; ++j) {
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_minVolume[j] = stream.readUint16LE();
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_maxVolume[j] = stream.readUint16LE();
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_minRate[j] = stream.readUint32LE();
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_maxRate[j] = stream.readUint32LE();
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}
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} else {
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stream.skip(12 * 3);
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}
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}
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_solveChannelID = stream.readUint16LE();
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for (uint i = 0; i < 3; ++i) {
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// Only read the data for the current difficulty and skip over the rest
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if (i == difficulty) {
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_solveMinVolume = stream.readUint16LE();
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_solveMaxVolume = stream.readUint16LE();
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_solveMinRate = stream.readUint32LE();
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_solveMaxRate = stream.readUint32LE();
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} else {
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stream.skip(12);
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}
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}
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_exitScene.readData(stream);
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stream.skip(2);
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_exitSound.readNormal(stream);
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_solveFlag.label = stream.readSint16LE();
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_solveFlag.flag = stream.readByte();
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}
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void SoundEqualizerPuzzle::execute() {
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switch(_state) {
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case kBegin:
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_puzzleState = (SoundEqualizerPuzzleData *)NancySceneState.getPuzzleData(SoundEqualizerPuzzleData::getTag());
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assert(_puzzleState);
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init();
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registerGraphics();
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for (uint i = 0; i < 3; ++i) {
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g_nancy->_sound->loadSound(_sounds[i]);
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g_nancy->_sound->playSound(_sounds[i]);
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}
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for (uint i = 0; i < 6; ++i) {
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updateSlider(i);
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}
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NancySceneState.setNoHeldItem();
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_state = kRun;
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break;
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case kRun:
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break;
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case kActionTrigger:
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if (g_nancy->_sound->isSoundPlaying(_exitSound)) {
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return;
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}
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for (uint i = 0; i < 3; ++i) {
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g_nancy->_sound->stopSound(_sounds[i]);
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}
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NancySceneState.changeScene(_exitScene);
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finishExecution();
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}
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}
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void SoundEqualizerPuzzle::handleInput(NancyInput &input) {
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if (_state == kActionTrigger) {
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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return;
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} else if (_state == kBegin) {
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return;
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}
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if (NancySceneState.getViewport().convertViewportToScreen(_buttonDest).contains(input.mousePos)) {
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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if (input.input & NancyInput::kLeftMouseButtonUp) {
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// Exit button pressed
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_drawSurface.blitFrom(_image, _buttonSrc, _buttonDest);
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_needsRedraw = true;
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g_nancy->_sound->loadSound(_exitSound);
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g_nancy->_sound->playSound(_exitSound);
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_state = kActionTrigger;
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return;
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}
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} else {
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for (uint i = 0; i < 6; ++i) {
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if (_sliders[i]->handleInput(input)) {
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updateSlider(i);
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break;
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}
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}
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}
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}
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void SoundEqualizerPuzzle::updateSlider(uint sliderID) {
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float sliderVal = 1 - _sliders[sliderID]->getPos();
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_puzzleState->sliderValues[sliderID] = sliderVal * 100;
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if (sliderID < 3) {
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// First three sliders change pitch, except when the slider
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// controls the "solve" sound; in that case it does nothing
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if (sliderID != _solveChannelID) {
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g_nancy->_sound->setRate(_sounds[sliderID],
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_minRate[sliderID] + (_maxRate[sliderID] - _minRate[sliderID]) * sliderVal);
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}
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} else {
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// Other three sliders change volume;
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// "solve" sound slider behaves as an on/off switch
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if (sliderID - 3 != _solveChannelID) {
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g_nancy->_sound->setVolume(_sounds[sliderID - 3],
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_minVolume[sliderID - 3] + (_maxVolume[sliderID - 3] - _minVolume[sliderID - 3]) * sliderVal);
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} else {
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if (sliderVal * 100 >= _solveMinVolume && sliderVal * 100 <= _solveMaxVolume) {
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g_nancy->_sound->setVolume(_sounds[sliderID - 3], _maxVolume[sliderID - 3]);
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// Since the rate for the "solve" sound never actually changes,
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// we only need the volume to be correct.
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NancySceneState.setEventFlag(_solveFlag);
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} else {
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g_nancy->_sound->setVolume(_sounds[sliderID - 3], _minVolume[sliderID - 3]);
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}
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}
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}
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uint numLights = sliderVal * 10;
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if (numLights < 10) {
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Common::Rect clear = _lightDests[sliderID][numLights];
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clear.extend(_lightDests[sliderID][9]);
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_drawSurface.fillRect(clear, _drawSurface.getTransparentColor());
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_needsRedraw = true;
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}
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for (uint i = 0; i < numLights; ++i) {
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_drawSurface.blitFrom(_image, _lightSrc, _lightDests[sliderID][i]);
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_needsRedraw = true;
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}
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}
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} // End of namespace Action
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} // End of namespace Nancy
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